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(+1)

Cool game, I had fun. But I suspect it’s because Solitaire is just kinda fun. How the rest of the game works, I did not fully understand. I have a vague idea that there are cooldowns on abilities (notably the one single ability that actually deals damage) and that there is "overlimit" when placing too many cards. This mostly makes me think that I sometimes should end my turn early - unfortunate, because it’s fun to keep placing cards.

So I am uncertain if I like the "combat" aspect of the game - I wish I could just run sick Solitaire combos. The Lich fight is cool because you always have that incentive to hunt for the specific phylactery card. The Wildcards also make for some sick lines. But apart from the mods they add to cards on the board, I feel there is really no interaction with the "enemy;" it’s just a clock ticking. When the enemy gets a good turn, it feels bad, but it’s not clear how to have prevented it. [On that note, I did not get why hand card sometimes stayed same between turns and sometimes changed.] I had a similar issue with "One Armed Bandit," but in Solitaire battle at least I did not get randomly uninteractively rekt (so far.)

I could see this game work better with a less symmetric player/enemy concept and more a concept of "stages" where the player is trying to do Solitaire and some "enemy" is meddling via crazy effects. Without the health bars on both sides, and without the enemy playing their own lines.

I will try the other characters, and try to understand the game better, but this was my impression so far.

https://www.twitch.tv/videos/2078089011?t=0h14m2s

thanks for playing and streaming!

I wish I could just run sick Solitaire combos

i tried to design red skills to let the player pick up cards in long chains without having to worry about Overlimit effects. if you end up playing again try making a red build and see what you think

I did not get why hand card sometimes stayed same between turns and sometimes changed

it sounds like a bug, but i skipped through the VOD and couldn't find it. i'll watch out for the bug going forwards

But apart from the mods they add to cards on the board, I feel there is really no interaction with the "enemy;" it’s just a clock ticking. When the enemy gets a good turn, it feels bad, but it’s not clear how to have prevented it

in a way i feel this is true, but when i play i also think about the state i'm leaving the board in when i end my turn, and what the enemy wants to do on their turn (make long chains, draw cards, bide their time, pick up peak cards, etc.) to determine what actions i take. that might be an advanced technique or just me overthinking it, though

for the most part though the non-boss enemies are kind of filler,in a way. i plan to make the bosses the fights that have interesting gimmicks with more depth